How can I NOT Use Oculus?
I am building an app that is supposed to be released on the Vive, Rift, Windows MR, GearVR, Daydream and cardboard for iOS and Android. I.e. 3 different Android platforms... but as soon as I have the Oculus SDK installed in my project and build for Android the app demands that I insert my phone into the GearVR headset even though I have only "Daydream" and "None" selected as the XR options in Unity!!! :O Are we REALLY supposed to run Daydream apps inside of the GearVR headset? I think not. Yet, just HAVING the SDK in there so that we can change the supported devices in the XR settings and then build again.... that doesn't work. As long as the SDK is installed it will demand the use of the gear VR and thus it forces us to have duplicate projects and duplicate all our work across multiple projects just so we can have Oculus and non-Oculus versions of the app. What's the deal? How do I NOT require the GearVR for Daydream games? Why is it even demanding the GearVR when there is no support for Oculus added to the supported devices list in the XR settings tab? How do I build for Daydream with the Oculus SDK present in my project? Thanks887Views0likes1CommentCross Platform Android Manifest Daydream GearVR
Hi is there a way to setup Unity so that I can just do a build and run and get an apk that will work for both GearVR as well as Daydream. As per my understanding GearVR has some specific requirements, which is why I'm asking here (but still a noob). While I can manually write an Editor Build script and modify the AndroidManifest, would be nice if there was a 'native' way to go about this.884Views0likes2Comments